A plea for a zoom function on the operational map

Korsun Pocket is a the second game using the award winning SSG Decisive Battles game engine. Korsun Pocket recreates the desperate German attempt to escape encirclement on the Russian Front early in 1944. The battle is a tense and exciting struggle, with neither side having a decisive advantage, as the Russians struggle to form the pocket, then try to resist successive German rescue efforts and last ditch attempts at breakout.
Capitaine
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Post by Capitaine »

I didn't say SSG was doing anything wrong by soliciting opinions. That's well and good. But I was just stating my opinion that reducing, or even modifying, graphic quality was not, IMO, the way to rectify the "zoom" issue.

I can only suppose that if SSG got the impression that "all" or "most" gamers felt TAO's counters/map were "too big" that they did not get a fully representative or statistically significant sample of the tastes of TAO players.

Some people like to see the whole map (or as much as humanly possible) on the screen. Others like to see the salient units and terrain in the best light possible. The solution would've been to accommodate both types of players -- which SSG may well end up doing via a patch that would allow us to zoom the map to TAO scale. At least I hope that is the case. :)

As others have alluded on this thread, I am finding that playing KP with the "new" tiny counters gradually wears on me to the point that I must stop playing sooner than I'd like due to the irritation caused by the smallness of the components.
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Belisarius
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Post by Belisarius »

I think the detail level in TAO2 sucked. So there. :p ;)
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Capitaine
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Post by Capitaine »

Belisarius wrote:I think the detail level in TAO2 sucked. So there. :p ;)
I think the detail level in TAO and TAO2 was as good or better than KP. Dunno what criteria you're basing your opinion on. :confused:
Gotta remember that the map was mainly white b/c of the snow. Very attractive game, and functionally so at that! ;)
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